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Aelfwine
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Scroll, Knock (caster level 3)

A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. A scroll is a heavy sheet of fine vellum or high-quality paper. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. To activate a scroll, a spellcaster must read the spell written on it. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

Scroll, Web and Spider Climb (caster level 3)

A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. A scroll is a heavy sheet of fine vellum or high-quality paper. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. To activate a scroll, a spellcaster must read the spell written on it. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

Scroll, Protection from Arrows and Chill Touch (caster level 3)

A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. A scroll is a heavy sheet of fine vellum or high-quality paper. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. To activate a scroll, a spellcaster must read the spell written on it. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

2 Vials, Holy Water

Holy water is water that has been blessed by a Good priest. It is not magical, but it damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Candle of Continual Flame

A nondescript 7-inch white candle whose wick has been enchanted with a Continual Flame spell: A flame, equivalent in brightness to a torch (bright 20 feet, shadowy 40 feet). The effect looks like a regular flame, but it creates no heat and does not use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Potion, Unidentified (red, tastes cool, area #27)

A potion is an elixir concocted with a spell-like effect that affects only the drinker.

Wand, Burning Hands (12 charges, caster level 2)

This is an ivory wand about 8 inches long that contains the spell Burning Hands. Each charge expended allows the user to use the wand's spell one time. A wand that runs out of charges is just a stick. Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. To activate a wand, a character must hold it in hand and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Wand, Magic Missile (32 charges, caster level 3)

This is an iron wand about 8 inches long that contains the spell Magic Missile. Each charge expended allows the user to use the wand's spell one time. A wand that runs out of charges is just a stick. Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. To activate a wand, a character must hold it in hand and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

1 Pearl (100 gpv each)

Special material component for the Identify spell. Pearls are hard, rounded secretion formed inside the shell of certain mollusks, used as a gem. They are usually white, sometimes with a creamy or pinkish tinge, but may be tinted with yellow, green, blue, brown, or black.

Scroll, Alarm, Shield, Reduce and Disguise Self (caster level 1)

A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. A scroll is a heavy sheet of fine vellum or high-quality paper. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. To activate a scroll, a spellcaster must read the spell written on it. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

 
 
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